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Original file line number Diff line number Diff line change
Expand Up @@ -49,4 +49,4 @@ The __Advanced__ settings affect the underlying calculations of your rendering.
| Property | Description |
| ------------------------- | ------------------------------------------------------------ |
| __Enable GPU Instancing__ | Makes URP render meshes with the same geometry and Material in one batch, when possible. This makes rendering faster. URP cannot render Meshes in one batch if they have different Materials or if the hardware does not support GPU instancing. |
| __Priority__ | Use this slider to determine the chronological rendering order for a Material. URP renders Materials with lower values first. You can use this to reduce overdraw on devices by making the pipeline render Materials in front of other Materials first, so it doesn't have to render overlapping areas twice. This works similarly to the [render queue](https://docs.unity3d.com/ScriptReference/Material-renderQueue.html) in the built-in Unity render pipeline. |
| __Sorting Priority__ | Use this slider to determine the chronological rendering order for a Material. URP renders Materials with lower values first. You can use this to reduce overdraw on devices by making the pipeline render Materials in front of other Materials first, so it doesn't have to render overlapping areas twice. This works similarly to the [render queue](https://docs.unity3d.com/ScriptReference/Material-renderQueue.html) in the built-in Unity render pipeline. |
Original file line number Diff line number Diff line change
Expand Up @@ -78,7 +78,7 @@ The __Advanced__ settings affect the underlying calculations of your rendering.
| __Specular Highlights__ | Enable this to allow your Material to have specular highlights from direct lighting, for example [Directional, Point, and Spot lights](https://docs.unity3d.com/Manual/Lighting.html). This means that your Material reflects the shine from these light sources. Disable this to leave out these highlight calculations, so your Shader renders faster. By default, this feature is enabled. |
| __Environment Reflections__ | Sample reflections using the nearest [Reflection Probe](https://docs.unity3d.com/Manual/class-ReflectionProbe.html), or, if you have set one in the [Lighting](https://docs.unity3d.com/Manual/GlobalIllumination.html) window, the [Lighting Probe](https://docs.unity3d.com/Manual/LightProbes.html). If you disable this, you will have fewer Shader calculations, but this also means that your surface has no reflections. |
| __Enable GPU Instancing__ | Makes URP render meshes with the same geometry and Material in one batch, when possible. This makes rendering faster. URP cannot render Meshes in one batch if they have different Materials or if the hardware does not support GPU instancing. |
| __Priority__ | Use this slider to determine the chronological rendering order for a Material. URP renders Materials with lower values first. You can use this to reduce overdraw on devices by making the pipeline render Materials in front of other Materials first, so it doesn't have to render overlapping areas twice. This works similarly to the [render queue](https://docs.unity3d.com/ScriptReference/Material-renderQueue.html) in the built-in Unity render pipeline. |
| __Sorting Priority__ | Use this slider to determine the chronological rendering order for a Material. URP renders Materials with lower values first. You can use this to reduce overdraw on devices by making the pipeline render Materials in front of other Materials first, so it doesn't have to render overlapping areas twice. This works similarly to the [render queue](https://docs.unity3d.com/ScriptReference/Material-renderQueue.html) in the built-in Unity render pipeline. |


## Channel packing
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Expand Up @@ -55,7 +55,7 @@ The __Advanced__ settings affect behind-the-scenes rendering. They do not have a
| ---------------------- | ------------------------------------------------------------ |
| __Flip-Book Blending__ | Tick this box to blend flip-book frames together. This is useful in texture sheet animations with limited frames, because it makes animations smoother. If you have performance issues, try turning this off. |
| __Vertex Streams__ | This list shows the vertex streams that this Material requires in order to work properly. If the vertex streams aren’t correctly assigned, the __Fix Now__ button appears. Click this button to apply the correct setup of vertex streams to the Particle System that this Material is assigned to. |
| __Priority__ | Use this slider to determine the chronological rendering order for a Material. URP renders Materials with lower values first. You can use this to reduce overdraw on devices by making the pipeline render Materials in front of other Materials first, so it doesn't have to render overlapping areas twice. This works similarly to the [render queue](https://docs.unity3d.com/ScriptReference/Material-renderQueue.html) in the built-in Unity render pipeline. |
| __Sorting Priority__ | Use this slider to determine the chronological rendering order for a Material. URP renders Materials with lower values first. You can use this to reduce overdraw on devices by making the pipeline render Materials in front of other Materials first, so it doesn't have to render overlapping areas twice. This works similarly to the [render queue](https://docs.unity3d.com/ScriptReference/Material-renderQueue.html) in the built-in Unity render pipeline. |


#### Transparent surface type
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -55,7 +55,7 @@ The __Advanced__ settings affect behind-the-scenes rendering. They do not have a
| __Flip-Book Blending__ | Tick this box to blend flip-book frames together. This is useful in texture sheet animations with limited frames, because it makes animations smoother. If you have performance issues, try turning this off. |
| __Specular Highlights__ | When enabled, your particles have specular highlights from direct lighting, for example [Directional, Point, and Spot lights](https://docs.unity3d.com/Manual/Lighting.html). This means that each particle reflects the shine from these light sources. When disabled, these highlight calculations are not part of the Shader, which can make the Shader render faster. By default, this feature is enabled. |
| __Vertex Streams__ | This list shows the vertex streams that this Material requires in order to work properly. If the vertex streams aren’t correctly assigned, the __Fix Now__ button appears. Click this button to apply the correct setup of vertex streams to the Particle System that this Material is assigned to. |
| __Priority__ | Use this slider to determine the chronological rendering order for a Material. URP renders Materials with lower values first. You can use this to reduce overdraw on devices by making the pipeline render Materials in front of other Materials first, so it doesn't have to render overlapping areas twice. This works similarly to the [render queue](https://docs.unity3d.com/ScriptReference/Material-renderQueue.html) in the built-in Unity render pipeline. |
| __Sorting Priority__ | Use this slider to determine the chronological rendering order for a Material. URP renders Materials with lower values first. You can use this to reduce overdraw on devices by making the pipeline render Materials in front of other Materials first, so it doesn't have to render overlapping areas twice. This works similarly to the [render queue](https://docs.unity3d.com/ScriptReference/Material-renderQueue.html) in the built-in Unity render pipeline. |


#### Transparent surface type
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Original file line number Diff line number Diff line change
Expand Up @@ -52,7 +52,7 @@ The __Advanced__ settings affect behind-the-scenes rendering. They do not have a
| ---------------------- | ------------------------------------------------------------ |
| __Flip-Book Blending__ | Tick this box to blend flip-book frames together. This is useful in texture sheet animations with limited frames, because it makes animations smoother. If you have performance issues, try turning this off. |
| __Vertex Streams__ | This list shows the vertex streams that this Material requires in order to work properly. If the vertex streams aren’t correctly assigned, the __Fix Now__ button appears. Click this button to apply the correct setup of vertex streams to the Particle System that this Material is assigned to. |
| __Priority__ | Use this slider to determine the chronological rendering order for a Material. URP renders Materials with lower values first. You can use this to reduce overdraw on devices by making the pipeline render Materials in front of other Materials first, so it doesn't have to render overlapping areas twice. This works similarly to the [render queue](https://docs.unity3d.com/ScriptReference/Material-renderQueue.html) in the built-in Unity render pipeline. |
| __Sorting Priority__ | Use this slider to determine the chronological rendering order for a Material. URP renders Materials with lower values first. You can use this to reduce overdraw on devices by making the pipeline render Materials in front of other Materials first, so it doesn't have to render overlapping areas twice. This works similarly to the [render queue](https://docs.unity3d.com/ScriptReference/Material-renderQueue.html) in the built-in Unity render pipeline. |


#### Transparent surface type
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -54,5 +54,6 @@ The __Advanced__ settings affect the underlying calculations of your rendering.

| Property | Description |
| ------------------------- | ------------------------------------------------------------ |
| __Enable GPU Instancing__ | Makes URP render meshes with the same geometry and Material in one batch, when possible. This makes rendering faster. URP cannot render Meshes in one batch if they have different Materials or if the hardware does not support GPU instancing. |
| __Priority__ | Use this slider to determine the chronological rendering order for a Material. URP renders Materials with lower values first. You can use this to reduce overdraw on devices by making the pipeline render Materials in front of other Materials first, so it doesn't have to render overlapping areas twice. This works similarly to the [render queue](https://docs.unity3d.com/ScriptReference/Material-renderQueue.html) in the built-in Unity render pipeline. |
| __Specular Highlights__ | Enable this to allow your Material to have specular highlights from direct lighting, for example [Directional, Point, and Spot lights](https://docs.unity3d.com/Manual/Lighting.html). This means that your Material reflects the shine from these light sources. Disable this to leave out these highlight calculations, so your Shader renders faster. By default, this feature is enabled.|
__Enable GPU Instancing__ | Makes URP render meshes with the same geometry and Material in one batch, when possible. This makes rendering faster. URP cannot render Meshes in one batch if they have different Materials or if the hardware does not support GPU instancing. |
| __Sorting Priority__ | Use this slider to determine the chronological rendering order for a Material. URP renders Materials with lower values first. You can use this to reduce overdraw on devices by making the pipeline render Materials in front of other Materials first, so it doesn't have to render overlapping areas twice. This works similarly to the [render queue](https://docs.unity3d.com/ScriptReference/Material-renderQueue.html) in the built-in Unity render pipeline. |